Paths of Legend: The Sunless Citadel [OOC]

Yttermayn

First Post
ethandrew, you're welcome. :D

Yttermayn, gestalt only really works if all of the PCs are gestalt and thus require a campaign specifically designed for it. Some ideas to chew on: A specialist wizard with the Conjurer variants on page 60 of UA (all of them), with his summoning focused on evil creatures. A tiefling sorcerer who gets his magical abilities from his infernal parent. A half-fiend (progressing through the half-fiend template class).

The half fiend might be interesting. Hadn't considered that. Where can I find details? I didn't see it in your setting info. Will keep looking.

Is it like this? I pulled it from the wizards.com savage progressions article:
[sblock]
The Half-Fiend
Half-fiends are the spawn of mortals and fiends -- powerful demons, devils, or other evil outsiders. Tainted from conception with evil, half-fiends are mistreated by true fiends and feared by mortals. "Half-fiend" is usually an inherited template, but it could be acquired through special magical rituals as well.
Some depraved mortals voluntarily subject themselves to evil power in hopes of becoming more like fiends, and occasionally such tampering results in a half-fiend. Such beings can advance in the half-fiend template class, just as natural-born half-fiends can if they wish to develop their powers more slowly. Because almost all half-fiends are evil, the DM is free to require that a good or neutral character who advances as a half-fiend become fully evil by the time she has completed the class progression.
Because the half-fiend template and half-celestial template differ only in alignment focus, the half-fiend template class can easily be used as a model to create a half-celestial template class. (See the "About the Author" section at the end of this article for more information on another half-celestial class option.)
Table SP-5: The Half-Fiend Template Class Level CR Special 1st * Dex +2, natural armor +1, 2 claws, darkvision 60 ft., outsider type, spell-like abilities 2nd ** Str +2, Con +2, bite, poison immunity, resistances (acid 5, cold 5, electricity 5, fire 5), spell resistance (lesser), spell-like abilities 3rd *** Str +2, Int +2, damage reduction, smite good, spell-like abilities 4th *** Dex +2, Int +2, Cha +2, (acid 10, cold 10, electricity 10, fire 10), spell resistance (greater), spell-like abilities, wings * A 1st-level half-fiend with fewer than 11 HD has a CR adjustment of +0. One with 11 or more HD has a CR adjustment of +1. ** A 1st-level half-fiend with fewer than 11 HD has a CR adjustment of +1. One with 11 or more HD has a CR adjustment of +2. *** A 1st-level half-fiend with fewer than 5 HD has a CR adjustment of +1. One with 5-10 HD has a CR adjustment of +2. One with 11 or more HD has a CR adjustment of +3.
Half-Fiend Template Class Features
All of the following are class features of the half-fiend template class.
Ability Score Changes: The indicated ability score increases or decreases by the amount noted.
Natural Armor Improvements: At 1st level, the half-fiend's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level.
Claws: At 1st level, the half-fiend gains two claw attacks if she didn't already have them. For the base damage of her claw attacks, use the appropriate value from the table below if the base creature did not previously have claw attacks. If she did, use either the value from the table or the base creature's claw damage, whichever is better. The half-fiend's claws are natural attacks.
Size Damage Fine -- Diminutive 1 Tiny 1d2 Small 1d3 Medium 1d4 Large 1d6 Huge 1d8 Gargantuan 2d6 Colossal 3d6
Darkvision (Ex): At 1st level, the half-fiend gains darkvision to a 60-foot range.
Spell-Like Abilities: Starting at 1st level, a half-fiend with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fiend's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fiend's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fiend's Charisma modifier).
Minimum
Half-Fiend Level
Minimum
Character Level
Spell-Like Abilities Gained 1st 1st Darkness 3/day
7th Poison 3/day
13th Unhallow 1/day 2nd 3rd Desecrate 1/day
6th Unholy blight 1/day
13th Unholy aura 3/day 3rd 9th Contagion 1/day
15th Horrid wilting 1/day
17th Summon monster IX (fiends only) 1/day 4th 11th Blasphemy 1/day
19th Destruction 1/day
The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a 2nd-level half-fiend whose character level is 6th has darkness (1st-level half-fiend) plus desecrate and unholy blight (2nd-level half-fiend).
Outsider Type: At 1st level, the half-fiend completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type. For example, an evil half-human/half-fiend would be subject to the extra damage from an evil outsider bane sword, but she is immune to hold person because that spell affects only humanoids.
Bite: At 2nd level, the half-fiend gains a bite attack if she didn't already have one. For the base damage of the half-fiend's bite attack, use the appropriate value from the table below if the base creature did not previously have a bite attack. If she did, use either the value from the table or the base creature's bite damage, whichever is better. The half-fiend's bite is a natural attack.
Size Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 3d6 Colossal 4d6
Poison Immunity (Ex): At 2nd level, a half-fiend becomes immune to all poisons.
Resistances (Ex): At 2nd level, a half-fiend gains resistance 5 to acid, cold, electricity, and fire. At 4th level, each of these resistances increases to 10.
Spell Resistance (Su): At 2nd level, a half-fiend gains spell resistance equal to her character level (maximum 25). At 4th level, her spell resistance increases by +10 (maximum 35).
Damage Reduction (Su): A 3rd-level or higher half-fiend has damage reduction 5/magic if her character level is 11th or lower, or damage reduction 10/magic if her character level is 12th or higher. A half-fiend treats her natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures.
Smite Good (Su): Once per day, a half-fiend of at least 3rd level may attempt to smite a good creature with one normal melee attack. This attack deals extra damage equal to her character level (maximum +20) against a good foe. If she accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day.
Wings (Ex): At 4th level, a half-fiend grows batlike wings, which she may use to fly at up to her base land speed with average maneuverability.[/sblock]
 
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Wiggimuck

First Post
Wiggimuck, I'm going to veto the elemental based racial variants for the moment as I don't have a place for them in the setting. The totem barbarian variant works best with the Sylvan elves and human barbarian tribes wandering around northern Canada.

Ok I can work with that. What about an orc?
 

Yttermayn

First Post
I know I want to play a spell-slinger. Is there any kind of sorcerer variant that can chuck some cleric spells? Or any sorcerer that is unique and interesting? If not, I guess I'll just play a vanilla sorcerer. I like sorcerers because of the flexibility in combat, but there's just one sorcerer variant in UA, and it's stupid. I think I'll save the Yarvok background for a time when, someday, I can actually play a warlock. I'll think of something for a background over the next few days. Unfortunately, I work four 10+ hour days a week, and my work week starts tomorrow. Sooo, I don't know how much I'll be able to post since I don't get home some nights until 10:30PM or later. Hopefully I won't get bumped out of the roster. Also, what sources can we draw our spell lists from?
 


crazy_monkey1956

First Post
Max, if you want to switch to a cleric, that's fine (and to be honest, I've DMed clerics of Kord before and even played one and there always a lot of fun)...I like the background, however, so perhaps consider multi-classing as a barbarian at some point?

Yttermayn, on the half-fiend progression, yes that's exactly the one I'm referring to. :D On sorcerer variations and spell lists, the spell list is PHB only. As for interesting variations...we can add flavor without changing the mechanics by using a supernatural bloodline in the background other than dragon. Genie, celestial, infernal, abyssal, fey...pretty much any critter that has spell-like abilities.

Wiggimuck, the orc culture in this setting forms the core "stereotype" of the barbarian in this setting, so they are actually the most likely to be a straight PHB style barbarian.

Atanatotatos, yes, I structure all of my PbP campaigns that way. This one, specifically, is designed to introduce supplemental material to the setting slowly, one book per campaign year, in the order that the supplements were originally released. Each campaign year will also have an associated PbP. So, 5150 brings us The Sunless Citadel. 5151 will be the D&D Gazetteer, with a PbP situated around the material in that book in some fashion (obviously not the actual setting material, but anything I can mine from it). That's the reason why only the East coast of North America has much detail...the other continents are home to critters and races from books beyond the core 3.
 

Atanatotatos

First Post
Atanatotatos, yes, I structure all of my PbP campaigns that way. This one, specifically, is designed to introduce supplemental material to the setting slowly, one book per campaign year, in the order that the supplements were originally released. Each campaign year will also have an associated PbP. So, 5150 brings us The Sunless Citadel. 5151 will be the D&D Gazetteer, with a PbP situated around the material in that book in some fashion (obviously not the actual setting material, but anything I can mine from it). That's the reason why only the East coast of North America has much detail...the other continents are home to critters and races from books beyond the core 3.

Great!
 



maddmic

Explorer
If necessary, I can shift from the pally to a cleric. The only reason I was contemplating a pally is because I'm a cleric in my face to face game. Honestly it doesn't matter to me, so if anybody who is considering a cleric absolutely does not want to play one, I'll take it. Otherwise, I'll stick with the pally.

I'll drop stats tonight for both. The history/background will be the same regardless. I'll just have to change things up as far as the class goes.
 


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